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UnrealEngineUWP/Engine/Plugins/ScriptPlugin/Source/ScriptEditorPlugin/Private/ScriptEditorPlugin.cpp

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// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "CoreMinimal.h"
#include "IScriptEditorPlugin.h"
#include "ScriptBlueprintCompiler.h"
#include "KismetCompilerModule.h"
#include "ScriptBlueprintEditor.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "ScriptEditorPluginLog.h"
#include "AssetTypeActions_Base.h"
#include "Misc/MessageDialog.h"
DEFINE_LOG_CATEGORY(LogScriptEditorPlugin);
/**
* Script blueprint editor actions
*/
class FAssetTypeActions_ScriptClass : public FAssetTypeActions_Base
{
public:
// IAssetTypeActions Implementation
virtual FText GetName() const override { return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_ScriptClass", "Script Class"); }
virtual FColor GetTypeColor() const override { return FColor(201, 29, 85); }
virtual UClass* GetSupportedClass() const override { return UScriptBlueprint::StaticClass(); }
virtual uint32 GetCategories() override { return EAssetTypeCategories::Misc; }
virtual void OpenAssetEditor(const TArray<UObject*>& InObjects, TSharedPtr<class IToolkitHost> EditWithinLevelEditor = TSharedPtr<IToolkitHost>()) override
{
EToolkitMode::Type Mode = EditWithinLevelEditor.IsValid() ? EToolkitMode::WorldCentric : EToolkitMode::Standalone;
for (auto ObjIt = InObjects.CreateConstIterator(); ObjIt; ++ObjIt)
{
auto Blueprint = Cast<UBlueprint>(*ObjIt);
if (Blueprint && Blueprint->SkeletonGeneratedClass && Blueprint->GeneratedClass)
{
TSharedRef<FScriptBlueprintEditor> NewBlueprintEditor(new FScriptBlueprintEditor());
TArray<UBlueprint*> Blueprints;
Blueprints.Add(Blueprint);
NewBlueprintEditor->InitScriptBlueprintEditor(Mode, EditWithinLevelEditor, Blueprints, true);
}
else
{
FMessageDialog::Open(EAppMsgType::Ok,
FText::FromString(TEXT("Script Blueprint could not be loaded because it derives from an invalid class. Check to make sure the parent class for this blueprint hasn't been removed!")));
}
}
}
};
/**
* Script blueprint module
*/
class FScriptEditorPlugin : public IScriptEditorPlugin, IBlueprintCompiler
{
/** IModuleInterface implementation */
virtual void StartupModule() override;
virtual void ShutdownModule() override;
public:
virtual bool CanCompile(const UBlueprint* Blueprint) override;
virtual void PreCompile(UBlueprint* Blueprint) override;
virtual void Compile(UBlueprint* Blueprint, const FKismetCompilerOptions& CompileOptions, FCompilerResultsLog& Results, TArray<UObject*>* ObjLoaded) override;
virtual void PostCompile(UBlueprint* Blueprint) override;
};
IMPLEMENT_MODULE(FScriptEditorPlugin, ScriptEditorPlugin)
void FScriptEditorPlugin::StartupModule()
{
// Register asset types
FModuleManager::LoadModuleChecked<FAssetToolsModule>("AssetTools").Get().RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_ScriptClass));
// Register blueprint compiler
IKismetCompilerInterface& KismetCompilerModule = FModuleManager::LoadModuleChecked<IKismetCompilerInterface>("KismetCompiler");
KismetCompilerModule.GetCompilers().Add(this);
}
void FScriptEditorPlugin::ShutdownModule()
{
}
bool FScriptEditorPlugin::CanCompile(const UBlueprint* Blueprint)
{
return Cast<UScriptBlueprint>(Blueprint) != nullptr;
}
void FScriptEditorPlugin::PreCompile(UBlueprint* Blueprint)
{
}
void FScriptEditorPlugin::Compile(UBlueprint* Blueprint, const FKismetCompilerOptions& CompileOptions, FCompilerResultsLog& Results, TArray<UObject*>* ObjLoaded)
{
if ( UScriptBlueprint* ScriptBlueprint = Cast<UScriptBlueprint>(Blueprint) )
{
FScriptBlueprintCompiler Compiler(ScriptBlueprint, Results, CompileOptions, ObjLoaded);
Compiler.Compile();
check(Compiler.NewClass);
}
}
void FScriptEditorPlugin::PostCompile(UBlueprint* Blueprint)
{
}